/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetDebugUtilities.h
Sets this breakpoint up as a single-step breakpoint (will disable or delete itself after one go if the breakpoint wasn't already enabled)
static void SetBreakpointEnabledForSingleStep ( [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) & Breakpoint, bool bDeleteAfterStep )